Help end child hunger

Game Programming Gems I
Edited by Mark DeLoura. 2000
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems II
Edited by Mark DeLoura 2001
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems III
Edited by Dante Treglia, 2002
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems IV
Edited by Andrew Kirmse, 2004
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems V
Edited by Kim Pallister, 2005
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems VI
Edited by Mike Dickheiser, 2006
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems VII
Edited by Scott Jacobs, 2008
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems VIII
Edited by Adam Lake, 2010
More information about this title at Amazon.com or Amazon.co.uk

Combined Table of Contents

Items were grouped by section, and ordered alphabetically

Section: General Programming (GPG I, II, III, IV, V, VI, VII, VIII)

  • 3ds max Skin Exporter and Animation Toolkit, Marco Tombesi (GPG II)
  • A Built-in Game Profiling Module, Jeff Everett (GPG II)
  • A Drop-in Debug Memory Manager, Peter Dalton (GPG II)
  • A Flexible Text Parsing System, James Boer (GPG II)
  • A Flexible User Interface Layout System for Divergent Environments, Gero Gerber (GPG VIII)
  • A Flexible, On-the-Fly Object Manager, Natalya Tatarchuk (GPG IV)
  • A Game Entity Factory, François Dominic Laramée (GPG II)
  • A Generic Component Library, Warrick Buchanan (GPG V)
  • A Generic Function-Binding Interface, Scott Bilas (GPG I)
  • A Generic Handle-Based Resource Manager, Scott Bilas (GPG I)
  • A Generic Tree Container in C++, Bill Budge (GPG IV)
  • A Generic Tweaker, Lasse Staff Jensen (GPG II)
  • A More Informative Error Log Generator , J.L. Raza and Peter Iliev Jr. (GPG VIII)
  • A Network Protocol for Online Games, Andrew Kirmse (GPG I)
  • A Property Class for Generic C++ Member Access, Charles Cafrelli (GPG II)
  • A Real-Time Remote Debug Message Logger, Patrick Duquette (GPG V)
  • A Sketch-based Interface to Real-Time Strategy Games Based on a Cellular Automaton, Carlos A. Dietrich, Luciana P. Nedel, and João L. D. Comba (GPG VII)
  • A System for Managing Game Entities, Matthew Harmon (GPG IV)
  • A Transparent Class Saving and Loading Trick, Patrick Meehan (GPG V)
  • Adding Deprecation Facilities to C++, Noel Llopis (GPG II)
  • Address-Space Managed Dynamic Arrays for Windows and the Xbox, Matt Pritchard (GPG IV)
  • Advanced Debugging Techniques, Martin Fleisz (GPG VII)
  • An Automatic Singleton Utility, Scott Bilas (GPG I)
  • An Effective Cache-Oblivious Implementation of the ABT Tree, Sebastien Schertenleib (GPG V)
  • An HTML-Based Logging and Debugging System, James Boer (GPG IV)
  • An Object-Composition Game Framework, Scott Patterson (GPG III)
  • Autolists Design Pattern, Ben Board (GPG III)
  • BSP Techniques, Octavian Marius Chincisan (GPG VI)
  • Building Lua into Games, Matthew Harmen (GPG V)
  • Choose Your Path – A Menu System, Wendy Jones (GPG V)
  • Closest-String Matching Algorithm, James Boer (GPG VI)
  • Code Coverage for QA , Matthew Jack (GPG VIII)
  • Component Based Object Management, Bjarne Rene (GPG V)
  • Computer Vision in Games Using the OpenCV Library, Arnau Ramisa, Enric Vergara, and Enric Martí (GPG VI)
  • Context-Sensitive HUDs for Editors, Adam Martin (GPG V)
  • Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks , Robert Jay Gould
  • Critically Damped Ease-In/Ease-Out Smoothing, Thomas Lowe (GPG IV)
  • CSG Construction Using BSP Trees, Octavian Marius Chincisan (GPG V)
  • Custom STL Allocators, Pete Isensee (GPG III)
  • Deferred Function Call Invocation System, Mark Jawad (GPG VII)
  • Desiging and Maintaining Large Cross-Platform Libraries, David Etherton (GPG IV)
  • Design and Implementation of a Multi-Platform Threading Engine, Michael Ramsey (GPG VII)
  • Design and Implementation of an In-Game Memory Profiler , Ricky Lung (GPG VIII)
  • Developing for Digital Drawing Tablets , Neil Gower (GPG VIII)
  • Developming Games for a World Market, Aaron Nicholls (GPG III)
  • Domain-Specific Languages in Game Engines , Gabriel Ware (GPG VIII)
  • Dynamic Type Information, Scott Wakeling (GPG II)
  • Efficient and Scalable Multi-Core Programming , Jean-François Dubé (GPG VIII)
  • Efficient Cache Replacement using the Age and Cost Metrics, “Colt “”MainRoach”" McAnlis” (GPG VII)
  • Exporting C++ Classes from DLLs, Herb Marselas (GPG II)
  • Fast Data Load Trick, John Olsen (GPG I)
  • Fast Math Using Template Metaprogramming, Pete Isensee (GPG I)
  • Faster File Loading with Access-Based File Reordering, David L. Koenig (GPG VI)
  • Fast-IsA, Joshua Grass (GPG VIII)
  • Fight Memory Fragmentation with Templated Freelists, Paul Glinker (GPG IV)
  • File Management Using Resource Files, Bruno Sousa (GPG II)
  • Finding Redeeming Value in C-Style Macros, Steve Rabin (GPG III)
  • Fingerprinting Pre-Release Builds To Deter and Detect Piracy, Steve Rabin (GPG VI)
  • Floating-Point Exception Handling, Soren Hannibal (GPG III)
  • Foot Navigation Technique for First-Person Shooting Games, Marcus Aurelius C. Farias, Daniela G. Trevisan, and Luciana P. Nedel (GPG VII)
  • For Bees and Gamers: How to Handle Hexagonal Tiles, Thomas Jahn, Jörn Loviscach (GPG VII)
  • Frame-Based Memory Allocation, Steven Ranck (GPG I)
  • Game Input Recording and Playback, Bruce Dawson (GPG II)
  • Game Optimization through the Lens of Memory and Data Access , Steve Rabin (GPG VIII)
  • Generic Pager, Ignacio Incera Cruz (GPG V)
  • Genuine Random Number Generation, Pete Isensee (GPG II)
  • Geographic Grid Registration of Game Objects, Roger Smith (GPG VI)
  • Handle-Based Smart Pointers, Brian Hawkins (GPG III)
  • High Performance Heap Allocator, Dimitar Lazarov (GPG VII)
  • Improved Frustum Culling, Frank Puig Placeres (GPG V)
  • Improving Freelists with Policy Based Design, Nathan Mefford (GPG V)
  • Inline Functions Versus Macros, Peter Dalton (GPG II)
  • Journaling Services, Eric Robert (GPG III)
  • Large-Scale Stack-Based State Machines, James Boer (GPG V)
  • Lightweight, Policy-Based Logging, Brian Hawkins (GPG III)
  • Linear Programming Model for Windows-based Games, Javier F. Otaegui (GPG II)
  • Lock-Free Algorithms, Toby Jones (GPG VI)
  • Multithread Job and Dependency System, Julien Hamaide (GPG VII)
  • Natural Selection: The Evolution of Pie Menus, Don Hopkins (GPG III)
  • Object-Oriented Programming and Design Techniques, James Boer (GPG I)
  • Optical Flow for Video Games Played with Webcams, Arnau Ramisa, Enric Vergara, and Enric Martí (GPG VII)
  • Optimization for C++ Games, Andrew Kirmse (GPG II)
  • Parsing Text Data in Games, Aurelio Reis (GPG V)
  • Platform-Independent, Function-Binding Code Generator, Allen Pouratian (GPG III)
  • Programming a Game Design-Compliant Engine Using UML, Thomas Demachy (GPG III)
  • Programming with Abstract Interfaces, Noel Llopis (GPG II)
  • Protect Yourself from DLL Hell and Missing OS Functions, Herb Marselas (GPG II)
  • Real-Time Hierarchical Profiling, Greg Hjelstrom and Byon Garrabrant (GPG III)
  • Real-Time In-Game Profiling, Steve Rabin (GPG I)
  • Real-Time Input and UI in 3D Games, Greg Seegert (GPG III)
  • Registered Variables , Peter Dalton (GPG VIII)
  • Resource and Memory Management, James Boer (GPG I)
  • Road Creation for Projectable Terrain Meshes , Igor Borovikov, Aleksey Kadukin (GPG VIII)
  • Save Me Now!, Martin Brownlow (GPG III)
  • Scheduling Game Events, Michael Harvey and Carl Marshall (GPG III)
  • Self-Modifying Code, Byron Hapgood (GPG II)
  • Simple Fast Bit Arrays, Andrew Kirmse (GPG I)
  • Sphere Trees for Speedy BSPs, Dominic Filion (GPG V)
  • Squeezing More Out of Assert, Steve Rabin (GPG I)
  • Stack Allocation , Michael Dailly (GPG VIII)
  • Stack Winding, Bryon Hapgood (GPG II)
  • Stats: Real-Time Statistics and In-Game Debugging, John Olsen (GPG I)
  • Stay in the Game: Asset Hotloading for Fast Iteration, Noel Llopis and Charles Nicholson (GPG VI)
  • The Beauty of Weak References and Null Objects, Noel Llopis (GPG IV)
  • The Clock: Keeping Your Finger on the Pulse of the Game, Noel Llopis (GPG IV)
  • The Magic of Data-Driven Design, Steve Rabin (GPG I)
  • The Science of Debugging Games, Steve Rabin (GPG IV)
  • Using Bloom Filters to Improve Computational Performance, Mark Ficher (GPG II)
  • Using CppUnit To Implement Unit Testing, Blake Madden (GPG VI)
  • Using Custom RTTI Properties to Stream and Edit Objects, Frederic My (GPG IV)
  • Using Lex and Yacc to Parse Custom Data Files, Paul Kelly (GPG III)
  • Using Templates for Reflection in C++, Dominic Filion (GPG V)
  • Using the STL in Game Programming, James Boer (GPG I)
  • Using Web Cameras in Video Games, Nathan d’Obrenan (GPG II)
  • Using XML without Sacrificing Speed, Mark T. Price (GPG IV)
  • Utilizing Multicore Processors with OpenMP, Pete Isensee (GPG VI)
  • Visual Design of State Machines, Scott Jacobs (GPG V)

Section: Mathematics (GPG I, II, III, IV, V), Physics (GPG IV, V), Mathematics and Physics (GPG VI, VII), Physics and Animation (GPG VIII)

  • A Versatile and Interactive Anatomical Human Face Model, Marco Fratarcangeli (GPG VIII – Physics and Animation)
  • Adding Life to Ragdoll Simulation Using Feedback Control Systems, Michael Mandel (GPG V – Physics)
  • Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes, Krzysztof Mieloszyk (GPG VIII – Physics and Animation)
  • Approximate Convex Decomposition for Real-Time Collision Detection, Khaled Mamou (GPG VIII – Physics and Animation)
  • Back of the Envelope Aerodynamics for Game Physics, Graham Rhodes (GPG V – Physics)
  • Cellular Automata for Physical Modeling, Tom Forsyth (GPG III – Mathematics)
  • Constrained Inverse Kinematics, Jason Weber (GPG III – Mathematics)
  • Constraints in Rigid Body Dynamics, Russ Smith (GPG IV – Physics)
  • Coping with Friction in Dynamic Simulations, Miguel Gomez (GPG III – Mathematics)
  • Curved Paths for Seamless Character Animation, Michael Lewin (GPG VIII – Physics and Animation)
  • Designing a Prescripted Physics System, Daniel Higgins (GPG V – Physics)
  • Dynamic Grass Simulation and Other Natural Effects, Rishi Ramraj (GPG V – Physics)
  • Efficient Collision Detection Using Transformation Semantics, José Gilvan Rodrigues Maia, Creto Augusto Vidal, and Joaquim Bento Cavalcante-Neto (GPG VII – Mathematics and Physics)
  • Efficient Sequence Indexing for Game Development, Palem Gopalakrishna (GPG VI – Mathematics and Physics)
  • Exact Buoyancy for Polyhedra, Erin Catto (GPG VI – Mathematics and Physics)
  • Extracting Frustum and Camera Information, Waldemar Celes (GPG IV – Mathematics)
  • Fast Base-2 Functions for Logarithms and Random Number Generation, James McNeill (GPG III – Mathematics)
  • Fast Contact Reduction for Dynamics Simulation, Adam Moravanszky and Pierre Terdiman (GPG IV – Physics)
  • Fast Deformations with Multilayered Physics, Thomas Di Giacomo and Nadia Magnenat-Thalmann (GPG IV – Physics)
  • Fast Generic Ray Queries for Games, Jacco Bikker (GPG VII – Mathematics and Physics)
  • Fast Rigid-Body Collision Detection Using Farthest Feature Maps, Rahul Sathe and Dillon Sharlet (GPG VII – Mathematics and Physics)
  • Fast, Robust Intersection of 3D Line Segments, Graham Rhodes (GPG II – Mathematics)
  • Faster Quaternion Interpolation Using Approximations, Andy Thomason (GPG V – Mathematics)
  • Floating-Point Tricks, Chris Lomont (GPG VI – Mathematics and Physics)
  • Floating-Point Tricks: Improving Performance with IEEE Floating-Point, Yossarian King (GPG II – Mathematics)
  • GPU Computation in Projective Space Using Homogeneous Coordinates, Vaclav Skala (GPG VI – Mathematics and Physics)
  • Implicit Euler Integration for Numerical Stability, Miguel Gomez (GPG I – Mathematics)
  • Improved Numerical Integration with Analytical Techniques, Eric Brown (GPG VIII – Physics and Animation)
  • Integrating the Equations of Rigid Body Motion, Miguel Gomez (GPG I – Mathematics)
  • Interactive Simulation of Water Surfaces, Miguel Gomez (GPG I – Mathematics)
  • Interactive Water Surfaces, Jerry Tessendorf (GPG IV – Physics)
  • Interpolating Quaternions, Jason Shankel (GPG I – Mathematics)
  • Interpolation Methods, John Olsen (GPG I – Mathematics)
  • Inverse Trajectory Determination, Aaron Nicholls (GPG II – Mathematics)
  • Matrix-Quaternion Conversions, Jason Shankel (GPG I – Mathematics)
  • Minimal Acceleration Hermite Curves, Tony Barrera, Anders Hast, and Ewert Bengtsson (GPG V – Mathematics)
  • Minimax Numerical Approximation, Christopher Tremblay (GPG V – Mathematics)
  • Modal Analysis for Fast, Stable Deformation, James F. O’Brian (GPG IV – Physics)
  • More Approximations to Trigonometric Functions, Robin Green (GPG III – Mathematics)
  • Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK), Philip Taylor (GPG VIII – Physics and Animation)
  • Nonuniform Splines, Thomas Lowe (GPG IV – Mathematics)
  • Oblique View Frustums for Mirrors and Portals, Eric Lengyel (GPG V – Mathematics)
  • Particle Swarm Optimization for Game Programming , Dario L. Sancho-Pradel (GPG VIII – Physics and Animation)
  • Polynomial Approximations to Trigonometric Functions, Eddie Edwards (GPG I – Mathematics)
  • Practical Animation of Soft Bodies for Game Development: The Pressurized Soft-Body Model, Maciej Matyka (GPG V – Physics)
  • Predictable Random Numbers, Guy W. Lecky-Thompson (GPG I – Mathematics)
  • Prescripted Physics: Techniques and Applications, Shawn Shoemaker (GPG V – Physics)
  • Programming Fractals, Jesse Laeuchli (GPG II – Mathematics)
  • Quaternion Compression, Mark Zarb-Adami (GPG III – Mathematics)
  • Quaternions for Game Programming, Jan Svarovsky (GPG I – Mathematics)
  • Random Number Generation, Chris Lomont (GPG VII – Mathematics and Physics)
  • Realistic Camera Movement in a 3D Car Simulator, Barnabas Aszodi and Szabolcs Czuczor (GPG V – Physics)
  • Realistic Cloth Animation Using the Mass-Spring Method, Juan M. Cordero (GPG V – Physics)
  • Real-Time Particle-Based Fluid Simulation with Rigid Body Interaction, Takashi Amada (GPG VI – Mathematics and Physics)
  • Recursive Dimensional Clustering: A Fast Algorithm for Collison Detection, Steve Rabin (GPG II – Mathematics)
  • Smooth C2 Quaternion-based Flythrough Paths, Alex Vlachos (GPG II – Mathematics)
  • Solving Accuracy Problems in Large World Coordinates, Peter Freese (GPG IV – Mathematics)
  • Solving Systems of Linear Equations Using the Cross Product, Anders Hast (GPG VI – Mathematics and Physics)
  • Spline-Based Time Control for Animation, James Van Verth (GPG V – Mathematics)
  • Ten Fingers of Death: Algorithms for Combat Killing, Roger Smith and Don Stoner (GPG IV – Physics)
  • The Jacobian Transpose Method for Inverse Kinematics, Marco Spoerl (GPG IV – Mathematics)
  • The Parallel Transport Frame, Carl Dougan (GPG II – Mathematics)
  • The Shortest Arc Quaternion, Stan Melax (GPG I – Mathematics)
  • Trigonometric Splines, Tony Barrera, Anders Hast, and Ewert Bengtsson (GPG VII – Mathematics and Physics)
  • Using Gaussian Randomness to Realistically Vary Projectile Paths, Steve Rabin (GPG VII – Mathematics and Physics)
  • Using Geometric Algebra for Computer Graphics, Chris Lomont (GPG V – Mathematics)
  • Using Projective Space to Improve Precision of Geometric Computations, Krzysztof Kluczek (GPG VII – Mathematics and Physics)
  • Using the Covariance Matrix for Better-Fitting Bounding Objects, Jim Van Verth (GPG IV – Mathematics)
  • Using Vector Fractions for Exact Geometry, Thomas Young (GPG III – Mathematics)
  • Vector and Plane Tricks, John Olsen (GPG II – Mathematics)
  • Vehicle Physics Simulation for CPU-Limited Systems, Marcin Pancewicz and Paul Bragiel (GPG IV – Physics)
  • Wavelets: Theory and Compression, Loic Le Chevalier (GPG I – Mathematics)
  • What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance, B. Charles Rasco (GPG VIII – Physics and Animation)
  • Writing a Verlet-Based Physics Engine, Nick Porcino (GPG IV – Physics)
  • XenoCollide: Complex Collision Detection Made Simple, Gary Snethen (GPG VII – Mathematics and Physics)
  • Zobrist Hash Using Mersenne Twister, Toby Jones (GPG IV – Mathematics)

Section: Artificial Intelligence (GPG I, II, III, IV, V, VI, VII, VIII)

  • A Distributed-Reasoning Voting Architecture, John Hancock (GPG IV)
  • A Extensible Trigger System for AI Agents, Objects, and Quests, Steve Rabin (GPG III)
  • A Fast Approach To Navigation Meshes, Stephen White and Christopher Christensen (GPG III)
  • A Finite-State Machine Class, Eric Dybsand (GPG I)
  • A Framework for Emotional Digital Actors, Phil Carlisle (GPG VIII)
  • A Fuzzy-Control Approach to Managing Scene Complexity, Gabriyel Wong (GPG VI)
  • A Generic Fuzzy State Machine in C++, Eric Dybsand (GPG II)
  • A Goal-Oriented Unreal Bot: Building a Game Agent with Goal-Oriented Behavior and Simple Personality Using Extended Behavior Networks, Hugo Pinto and Luis Otavio Alvares (GPG VI)
  • A High-Performance Tile-based Line-of-Sight and Search System, Matt Pritchard (GPG II)
  • A Neural-Net Primer, André LeMothe (GPG I)
  • A Pattern-Based Approach to Modular AI for Games, Kevin Dill (GPG VIII)
  • A Practical Spatial Architecture for Animal and Agent Navigation, Michael Ramsey (GPG VIII)
  • A* Aesthetic Optimizations, Steve Rabin (GPG I)
  • A* Speed Optimizations, Steve Rabin (GPG I)
  • Achieving Coordination with Autonomous NPCs, Diego Garcés (GPG VI)
  • Adaptive Tactic Selection in First-Person Shooter (FPS) Games, Thomas Hartley (GPG VIII)
  • Advanced Pathfinding with Minimal Replanning Cost: Dynamic A Star (D*), Marco Tombesi (GPG V)
  • Advanced Wall Building for RTS Games, Mario Grimani (GPG IV)
  • AI Level of Detail for Really Large Worlds, Cyril Brom, Tomáš Poch, and Ond?ej Šerý (GPG VIII)
  • All About Attitude: Building Blocks for Opinion, Reputation and NPC Personalities, Michael F. Lynch (GPG VII)
  • An Architecture for RTS Command Queuing, Steve Rabin (GPG II)
  • An Object-Oriented Utility-Based Decision Architecture, John Hancock (GPG IV)
  • Applying Control Theory to Game AI and Physics, Brian Pickrell (GPG VIII)
  • Applying Model-Based Decision-Making Methods to Games: Applying the Locust AI Engine to Quake III, Armand Prieditis (GPG VI)
  • Area Navigation: Expanding the Path-Finding Paradigm, Ben Board and Mike Ducker (GPG III)
  • Artificial Neural Networks on Programmable Hardware, Thomas Rolfes (GPG IV)
  • Attractors and Repulsors, John M. Olsen (GPG IV)
  • Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques, D. Hunter Hale and G. Michael Youngblood (GPG VIII)
  • Automatic Cover Finding with Navigation Meshes, Borut Pfeifer (GPG V)
  • Behavior-Based Robotic Architectures for Games, Hugo Pinto and Luis Otavio Alvares (GPG VI)
  • Beyond A*, Mario Grimani and Matthew Titelbaum (GPG V)
  • Beyond A*: IDA* and Fringe Search, Robert Kirk DeLisle (GPG VII)
  • Choosing a Relationship Between Path-Finding and Collision, Thomas Young (GPG III)
  • Constructing a Goal-Oriented Robot for Unreal Tournament Using Fuzzy Sensors, Finite-State Machines, and Behavior Networks, Hugo Pinto and Luis Otavio Alvares (GPG VI)
  • Creating Interesting Agents with Behavior Cloning, John Harger and Nathan Fabian (GPG VII)
  • Designing A General Robust AI Engine, Steve Rabin (GPG I)
  • Designing a Multilayer, Pluggable AI Engine, Sébastien Schertenleib (GPG VI)
  • Designing a Realistic and Unified Agent Sensing Model, Steve Rabin and Michael Delp (GPG VII)
  • Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems, Dave Mark (GPG VIII)
  • Expanded Geometry for Points-of-Visibility Pathfinding, Thomas Young (GPG II)
  • Fast Target Ranking Using an Artificial Potential Field, Markus Breyer (GPG V)
  • Flocking with Teeth: Predators and Prey, Steven Woodcock (GPG II)
  • Flocking: A Simple Technique for Simulating Group Behavior, Steven Woodcock (GPG I)
  • Function Pointer-Based, Embedded Finite-State Machines, Charles Farris (GPG III)
  • Fuzzy Logic for Video Games, Mason McCuskey (GPG I)
  • Game Trees, Jan Svarovsky (GPG I)
  • Goal-Oriented Plan Merging, Michael Dawe (GPG VII)
  • Graph-Based Data Mining for Player Trace Analysis in MMORPGs, Nikhil S. Ketkar and G. Michael Youngblood (GPG VIII)
  • Implementing Practical Planning for Game AI, Jamie Cheng and Finnegan Southey (GPG V)
  • Imploding Combinatorial Explosion in a Fuzzy System, Michael Zarozinski (GPG II)
  • Influence Mapping, Paul Tozour (GPG II)
  • Managing AI Algorithmic Complexity: Generic Programming Approach, Iskander Umarov and Anatoli Beliaev (GPG VII)
  • Managing AI with Micro-Threads, Simon Carter (GPG II)
  • Micro-Threads for Game Object AI, Bruce Dawson (GPG II)
  • Narrative Combat: Using AI to Enhance Tension in an Action Game, Borut Pfeifer (GPG IV)
  • Needs-Based AI, Robert Zubek (GPG VIII)
  • NPC Decision Making: Dealing with Randomness, Karen Pivazyan (GPG IV)
  • Optimized Machine Learning with GoCap, Thor Alexander (GPG III)
  • Optimizing a Decision Tree Query Algorithm for Multithreaded Architectures, Chuck DeSylva (GPG V)
  • Optimizing Points-of-Visibility Pathfinding, Thomas Young (GPG II)
  • Parallel AI Development with PVM, Michael Ramsey (GPG V)
  • Scalable Dialog Authoring, Baylor Wetzel (GPG VIII)
  • Short-Term Memory Modeling Using a Support Vector Machine, Julien Hamaide (GPG VI)
  • Simplified 3D Movement and Pathfinding Using Navigation Meshes, Greg Snook (GPG I)
  • Stratagies for Optimizing AI, Steve Rabin (GPG II)
  • Strategic Assessment Techniques, Paul Tozour (GPG II)
  • Tactical Path-Finding with A*, William van der Sterren (GPG III)
  • Terrain Analysis in an RTS-The Hidden Giant, Daniel Higgins (GPG III)
  • Terrain Reasoning for 3D Action Games, William van der Sterren (GPG II)
  • The Basics of A* for Path Planning, Bryan Stout (GPG I)
  • Third-Person Camera Navigation, Jonathan Stone (GPG IV)
  • Understanding Intelligence in Games using Player Traces and Interactive Player Graphs, G. Michael Youngblood and Priyesh N. Dixit (GPG VII)
  • Using a Neural Network in a Game: A Concrete Example, John Manslow (GPG II)
  • Using Lanchester Attrition Models to Predict the Results of Combat, John Bolton (GPG V)
  • Using the Quantified Judgment Model for Engagement Analysis, Michael Ramsey (GPG VI)

Section: Scripting and Data-Driven Systems (GPG VI, VII)

  • Automatic Lua Binding System, Julien Hamaide (GPG VII)
  • Binding C/C++ Objects to Lua, Waldemar Celes, Luiz Henrique de Figueiredo, and Roberto Ierusalimschy (GPG VI)
  • Dance with Python’s AST, V-Media (GPG VII)
  • Dataports, Martin Linklater (GPG VII)
  • Exposing Actor Properties Using Nonintrusive Proxies, Matthew Campbell and Curtis Murphy (GPG VI)
  • Game Object Component System, Chris Stoy (GPG VI)
  • Managing High-Level Script Execution Within Multithreaded Environments, Sébastien Schertenleib (GPG VI)
  • Programming Advanced Control Mechanisms with Lua Coroutines, Waldemar Celes, Luiz Henrique de Figueiredo, and Roberto Ierusalimschy (GPG VI)
  • Scripting Language Survey, Diego Garcés (GPG VI)
  • Serializing C++ Objects into a Database Using Introspection, Joris Mans (GPG VII)
  • Support Your Local Artist – Adding Shaders to Your Engine, Curtiss Murphy (GPG VII)

Section: Polygonal Techniques (GPG I), Pixel Effects (GPG I), Geometry Management (GPG II), Graphics Display (GPG II), Graphics (GPG III, IV, V, VI, VII, VIII)

  • 2.5 Dimensional Impostors for Realistic Trees and Forrests, Gabor Szijarto (GPG V – Graphics)
  • 2D Lens Flare, Yossarian King (GPG I – Pixel Effects)
  • 3D Collision Detection, Kevin Kaiser (GPG I – Polygonal Techniques)
  • 3D Tricks for Isometric Engines, Greg Snook (GPG III – Graphics)
  • A Fast and Simple Skinning Technique, Torgeir Hagland (GPG I – Polygonal Techniques)
  • A Fast Cylinder-Frustrum Intersection Test, Eric Lengyel (GPG I – Polygonal Techniques)
  • A Framework for Realistic Character Locomotion, Thomas Young (GPG III – Graphics)
  • A Programmable Vertex Shader Compiler, Adam Lake (GPG III – Graphics)
  • A Simple Method for Rendering Gemstones, Thorsten Scheuermann (GPG V – Graphics)
  • Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes, Alex Vlachos, Chris Oat (GPG IV – Graphics)
  • Advanced Particle Deposition, Jeremy Hayes (GPG VII – Graphics)
  • Advanced Texturing Using Texture Coordinate Generation, Ryan Woodland (GPG I – Pixel Effects)
  • Ambient Occlusion Using DirectX Compute Shader , Jason Zink (GPG VIII – Graphics)
  • An Advanced Decal System, Joris Mans and Dmitry Andreev (GPG VII – Graphics)
  • An Alternative Model for Shading of Diffuse Light for Rough Materials, Tony Barrera, Barrera Kristiansen AB, Anders Hast and Ewert Bengtsson (GPG VII – Graphics)
  • Animating Relief Impostors Using Radial Basis Functions Textures, Vitor Fernando Pamplona, Manuel M. Oliveira, and Luciana Porcher Nedel (GPG VII – Graphics)
  • Applying Decals to Arbitrary Surfaces, Eric Lengyel (GPG II – Geometry Management)
  • Approximating Fish Tank Refractions, Alex Vlachos (GPG II – Geometry Management)
  • Art Based Rendering with Graftal Imposters, Joshua A. Doss (GPG VII – Graphics)
  • Attenuation Maps, Sim Dietrich (GPG I – Pixel Effects)
  • Billboard Beams, Brian Hawkins (GPG III – Graphics)
  • Camera Control Techniques, Dante Treglia (GPG I – Polygonal Techniques)
  • Cartoon Rendering Using Texture Mapping and Programmable Vertex Shaders, Adam Lake (GPG II – Graphics Display)
  • Cartoon Rendering: Real-time Silhouette Edge Detection and Rendering, Carl S. Marshall (GPG II – Graphics Display)
  • Carving Static Shadows into Geometry, Alex Vlachos (GPG IV – Graphics)
  • Cheap Talk: Dynamic Real-Time Lipsync, Timothy E. Roden (GPG VII – Graphics)
  • Classic Super Mario 64 Third-Person Control and Animation, Steve Rabin (GPG II – Geometry Management)
  • Clipmapping on SM1.1 and Higher, Ben Garney (GPG VII – Graphics)
  • Combined Depth and ID-Based Shadow Buffers, Kurt Pelzer (GPG IV – Graphics)
  • Comparison of VIPM Methods, Tom Forsyth (GPG II – Geometry Management)
  • Compressed Axis-Aligned Bounding Box Trees, Miguel Gomez (GPG II – Geometry Management)
  • Computing Optimized Shadow Volumes for Complex Data Sets, Alex Vlachos and Drew Card (GPG III – Graphics)
  • Computing the Distance into a Sector, Steven Ranck (GPG I – Polygonal Techniques)
  • Convincing-Looking Glass for Games, Gabor Nagy (GPG I – Pixel Effects)
  • Cube Map Lighting Techniques, Kenneth L. Hurley (GPG III – Graphics)
  • Curvature Simulation Using Normal Maps, Oscar Blasco (GPG III – Graphics)
  • Direct Access Quadtree Lookup, Matt Pritchard (GPG II – Geometry Management)
  • Dynamic Gamma Using Sampled Scene Luminance, Michael Dougherty, Dave McCoy (GPG IV – Graphics)
  • Dynamic Per-Pixel Lighting Techniques, Dan Ginsburg and Dave Gosselin (GPG II – Graphics Display)
  • Enhanced Object Culling with (Almost) Oriented Bounding Boxes, Ben St. John (GPG VI – Graphics)
  • Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping , Nico Galoppo (GPG VIII – Graphics)
  • Fast and Simple Occlusion Culling, Wagner Corrêa, James Klosowski, and Cláudio Silva (GPG III – Graphics)
  • Fast Collision Detection for 3D Bones-Based Articulated Characters, Oliver Heim, Carl S. Marshall, and Adam Lake (GPG IV – Graphics)
  • Fast Font Rendering with Instancing, Aurelio Reis (GPG VIII – Graphics)
  • Fast Heightfield Normal Calculation, Jason Shankel (GPG III – Graphics)
  • Fast Patch Normals, Martin Brownlow (GPG III – Graphics)
  • Fast Per-Pixel Lighting with Many Lights, Frank Puig Placeres (GPG VI – Graphics)
  • Fast Sepia Tone Conversion, Marwan Y. Ansari (GPG IV – Graphics)
  • Filling in the Gaps-Advanced Animation Using Stitching and Skinning, Ryan Woodland (GPG I – Polygonal Techniques)
  • Fractal Terrain Generation – Fault Formation, Jason Shankel (GPG I – Polygonal Techniques)
  • Fractal Terrain Generation – Midpoint Displacement, Jason Shankel (GPG I – Polygonal Techniques)
  • Fractal Terrain Generation – Particle Deposition, Jason Shankel (GPG I – Polygonal Techniques)
  • Generating Procedural Clouds Using 3D Hardware, Kim Pallister (GPG II – Graphics Display)
  • GPU Shadow Volume Construction for Nonclosed Meshes, Warrick Buchanan (GPG IV – Graphics)
  • GPU Terrain Rendering, Harald Vistnes (GPG VI – Graphics)
  • Gridless Controllable Fire, Neeharika Adabala, Charles Hughes (GPG V – Graphics)
  • Ground-Plane Shadows, Yossarian King (GPG I – Pixel Effects)
  • Hardware Bump Mapping, Sim Dietrich (GPG I – Pixel Effects)
  • Hardware Skinning with Quaternions, Jim Hejl (GPG IV – Graphics)
  • Heat and Haze Post-Processing Effects, Chris Oat, Natalya Tatarchuck (GPG IV – Graphics)
  • High Dynamic Range Rendering Using OpenGL Frame Buffer Objects, Allen Sherrod (GPG VI – Graphics)
  • High Performance Subdivision Surfaces, Chris Lomont (GPG VII – Graphics)
  • Impostors: Adding Clutter, Tom Forsyth (GPG II – Graphics Display)
  • Improved Deformation of Bones, Jason Weber (GPG III – Graphics)
  • Improving Environment-Mapped Reflection Using Glossy Prefiltering and the Fresnel Term, Anis Ahmad (GPG I – Pixel Effects)
  • Interactive Fluid Dynamics and Rendering on the GPU, Frank Luna (GPG VI – Graphics)
  • Interpolated 3D Keyframe Animation, Herbert Marselas (GPG I – Polygonal Techniques)
  • Let It Snow, Let It Snow, Let It Snow (and Rain), Niniane Wang and Bretton Wade (GPG V – Graphics)
  • Loose Octrees, Thatcher Ulrich (GPG I – Polygonal Techniques)
  • Mapping Large Textures for Outdoor Terrain Rendering, Antonio Seoane, Javier Taibo, Luis Hernández, and Alberto Jaspe (GPG VII – Graphics)
  • Methods for Dynamic, Photorealistic Terrain Lighting, Naty Hoffman and Kenny Mitchell (GPG III – Graphics)
  • Motif-Based Static Lighting, Steven Ranck (GPG I – Pixel Effects)
  • Motion Capture Data Compression, Soren Hannibal (GPG IV – Graphics)
  • Multi-Resolution Deferred Shading, Hyunwoo Ki (GPG VIII – Graphics)
  • Multi-Resolution Maps for Interaction Detection (Collision Detection), Jan Svarovsky (GPG I – Polygonal Techniques)
  • Never Let ‘Em See You Pop – Issues in Geometric Level of Detail Selection, Yossarian King (GPG I – Polygonal Techniques)
  • Object Occlusion Culling, Tim Round (GPG I – Polygonal Techniques)
  • Octree Construction, Dan Ginsburg (GPG I – Polygonal Techniques)
  • Operations for Hardware-Accelerated Procedural Texture Animation, Greg James (GPG II – Graphics Display)
  • Optimizing Vertex Submission for OpenGL, Herbert Marselas (GPG I – Polygonal Techniques)
  • Overlapped Execution on Programmable Graphics Hardware, Allen Hux (GPG VIII – Graphics)
  • Perspective Shadow Maps, Marc Stamminger , George Drettakis, and Carsten Dachsbacher (GPG IV – Graphics)
  • Poster Quality Screenshots, Steve Rabin (GPG IV – Graphics)
  • Powerful Explosion Effects Using Billboard Particles, Steve Rabin (GPG V – Graphics)
  • Practical Priority Buffer Shadows, D. Sim Dietrich Jr. (GPG II – Graphics Display)
  • Practical Sky Rendering for Games, Aurelio Reis (GPG VI – Graphics)
  • Principles and Practice of Screen Space Ambient Occlusion , Dominic Filion (GPG VIII – Graphics)
  • Procedural Level Generation, Timothy Roden and Ian Parberry (GPG V – Graphics)
  • Procedural Texturing, Mike Milliger (GPG III – Graphics)
  • Realistic Cloud Rendering on Modern GPUs, Jean-Francois Dube (GPG V – Graphics)
  • Real-Time Halftoning: Fast and Simple Stylized Shading, Bert Freudenberg, Maic Masuch, and Thomas Strothotte (GPG IV – Graphics)
  • Real-Time Realistic Terrain Generation, Guy W. Lecky-Thompson (GPG I – Polygonal Techniques)
  • Real-Time Shadows on Complex Objects, Gabor Nagy (GPG I – Pixel Effects)
  • Recombinant Shaders, Dominic Filion (GPG V – Graphics)
  • Reducing Cumulative Errors in Skeletal Animations, Bill Budge (GPG VII – Graphics)
  • Refraction Mapping for Liquids in Containers, Alex Vlachos and Jason L. Mitchell (GPG I – Pixel Effects)
  • Rendering Distant Scenery with Skyboxes, Jason Shankel (GPG II – Geometry Management)
  • Rendering Print Resolution Screenshots, Alex Vlachos and Evan Hart (GPG II – Geometry Management)
  • Rendering Road Signs Sharply, Jörn Loviscach and Hochschule Bremen (GPG VI – Graphics)
  • Rendering with Handcrafted Shading Models, Jan Kautz (GPG III – Graphics)
  • Self-Shadowing Characters, Alex Vlachos, David Gosselin, and Jason L. Mitchell (GPG II – Geometry Management)
  • Simplified Terrain Using Interlocking Tiles, Greg Snook (GPG II – Geometry Management)
  • Simulated Real-Time Lighting Using Vertex Color Interpolation, Jorge Freitas (GPG I – Pixel Effects)
  • Skin Splitting for Optimal Rendering, Dominic Filion (GPG VI – Graphics)
  • Spatial Partitioning Using an Adaptive Binary Tree, Martin Fleisz (GPG VI – Graphics)
  • Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching, John W. Ratcliff (GPG II – Geometry Management)
  • Subdivision Surfaces for Character Animation, William Leeson (GPG III – Graphics)
  • Synthesis of Realistic Idle Motion for Interactive Characters, Arjan Egges, Thomas Di Giacomo, and Nadia Magnenat-Thalmann (GPG VI – Graphics)
  • Techniques for Effective Vertex and Fragment Shading on the SPUs, Steven Tovey (GPG VIII – Graphics)
  • Techniques to Apply Team Colors to 3D Models, Greg Seegert (GPG IV – Graphics)
  • Terrain Occlusion Culling with Horizons, Glenn Fiedler (GPG IV – Graphics)
  • Texture Masking for Faster Lens Flare, Chris Maughan (GPG II – Graphics Display)
  • Textures as Lookup Tables for Per-Pixel Lighting Computations, Alex Vlachos, John Isidoro, and Chris Oat (GPG III – Graphics)
  • The Vector Camera, David Paull (GPG I – Polygonal Techniques)
  • T-Junction Elimination and Retriangulation, Eric Lengyel (GPG III – Graphics)
  • Triangle Strip Creation, Optimizations, and Rendering, Carl S. Marshall (GPG III – Graphics)
  • Tweaking a Vertex’s Projected Depth Value, Eric Lengyel (GPG I – Polygonal Techniques)
  • Unique Textures, Tom Forsyth (GPG III – Graphics)
  • Using 3D Hardware for 2D Sprite Effects, Mason McCuskey (GPG I – Pixel Effects)
  • View Frustum Culling of Catmull-Clark Patches in DirectX 11, Raul P. Sathe (GPG VIII – Graphics)
  • View-Independent Progressive Meshing, Jan Svarovsky (GPG I – Polygonal Techniques)
  • Volumetric Post-Processing, Dominic Filion, Syvain Boisse (GPG V – Graphics)
  • Widgets: Rendering Fast and Persistent Foliage, Martin Brownlow (GPG V – Graphics)

Section: NetWork and Multiplayer (GPG III, IV, V, VI, VII, VIII)

  • A Flexible Simulation Architecture for Massively Multiplayer Games, Thor Alexander (GPG III)
  • A Network Monitoring and Simulation Tool, Andrew Kirmse (GPG III)
  • A Reliable Messaging Protocol, Martin Brownlow (GPG V)
  • Asynchronous I/O for Scalable Game Servers , Neil Gower (GPG VIII)
  • Authentication for Online Games, Jon Watte (GPG VII)
  • Bit Packing: A Network Compression Technique, Pete Isensee (GPG IV)
  • Complex Systems Based High-Level Architecture for Massively Multiplayer Games, Viknashvaran Narayanasamy, Kok-Wai Wong, and Chun Che Fung (GPG VI)
  • Creating Multiplayer Games with DirectPlay 8.1, Gabriel Rohweder (GPG III)
  • Designing a Vulgarity Filtering System, Shekhar Dhupelia (GPG V)
  • Dynamically Adaptive Streaming of 3D Data for Animated Characters, Thomas Di Giacomo, HyungSeok Kim, Stephane Garchery, and Nadia Magnenat-Thalmann and Chris Joslin (GPG VI -
  • Efficient MMP Game State Storage, Justin Quimby (GPG IV)
  • Fast and Efficient Implementation of a Remote Procedure Call System, Hyun-jik Bae (GPG V)
  • Game Network Debugging with Smart Packet Sniffers, David L. Koenig (GPG VII)
  • General Lobby Design and Development, Shekhar Dhupelia (GPG IV)
  • Generating Globally Unique Identifiers for Game Objects, Yongha Kim (GPG VI)
  • High-Level Abstraction of Game World Synchronization, Hyun-jik Bae (GPG VII)
  • Implementing a Seamless World Server, Patrick Duquette (GPG V)
  • Introduction to 3D Streaming Technology in Massively Multiplayer Online Games, Kevin Kaichuan He (GPG VIII)
  • Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent, Shea Street (GPG V)
  • Massively Multiplayer Online Prototype Utilizing Second Life for Game Concept Prototyping, Peter Smith (GPG VI)
  • Minimizing Latency in Real-Time Stategy Games, Jim Greer and Zachary Booth Simpson (GPG III)
  • Overcoming Network Address Translation in Peer-to-Peer Communications, Jon Watte (GPG V)
  • Practical Application of Parallel-State Machines in a Client-Server Environment, Jay Lee (GPG IV)
  • Real-Time Strategy Network Protocol, Jan Svarovsky (GPG III)
  • Reliable Peer-to-Peer Gaming Connections Penetrating NAT, Larry Shi and Ying Sha (GPG VI)
  • Safe Random Number Systems, Shekhar Dhupelia (GPG V)
  • Scaling Multiplayer Servers, Justin Randall (GPG III)
  • Secure by Design, Adam Martin (GPG V)
  • Secure Channel Communication, Chris Lomont (GPG VIII)
  • Secure Sockets, Pete Isensee (GPG III)
  • Social Networks in Games: Playing with Your Facebook Friends, Claus Höfele (GPG VIII)
  • Template-Based Object Serialization, Jason Beardsley (GPG III)
  • Thousands of Clients per Server, Adam Martin (GPG IV)
  • Time and Consistency Management for Multiserver-Based MMORPGs, Larry Shi, Tao Zhang (GPG IV)
  • Wireless Gaming Using the Java Micro Edition, David Fox (GPG III)

Section: Audio ( GPG II, III, IV, V, VI, VII, VIII)

  • A Basic Music Sequencer for Games, Scott Patterson (GPG II)
  • A Brief Introduction to OpenAL, Joe Valenzuela (GPG IV)
  • A Cheap Doppler Effect, Julien Hamaide (GPG VI)
  • A Lightweight Generator for Real-Time Sound Effects, Frank Luchs (GPG VI)
  • A Low-Level Sound API, Ian Lewis (GPG II)
  • A Practical DSP Radio Effect, Ian Ni-Lewis (GPG VIII)
  • A Simple Real-Time Lip-Synching System, Jake Simpson (GPG IV)
  • A Technique to Instantaneously Reuse Voices in a Sample-based Synthesizer, Thomas Engel (GPG II)
  • An Interactive Music Sequencer for Games, Scott Patterson (GPG II)
  • Audio Compression with Ogg Vorbis, Jack Moffitt (GPG III)
  • Audio Signal Processing Using Programmable Graphics Hardware, Mark France (GPGVII)
  • Context-Driven, Layered Mixing, Robert Sparks (GPGVII)
  • Controlling Real-Time Sound Synthesis from Game Physics, Frank Luchs (GPG IV)
  • Creating a Compelling 3D Audio Environment, Garin Hiebert (GPG III)
  • Creating an Audio Scripting System, Borut Pfeifer (GPG IV)
  • Dynamic Variables and Audio Programming, James Boer (GPG IV)
  • Empowering Your Audio Team with a Great Engine , Mat Noguchi (GPG VIII)
  • Faking Real-Time DSP Effects, Robert Sparks (GPG VI)
  • Fast Environmental Reverb Based on Feedback Delay Networks, Christian Schuler (GPG V)
  • Game Audio Design Patterns, Scott Patterson (GPG II)
  • Implementing an Environmental Audio Solution Using EAX and ZoomFX, Scott Velasquez (GPG IV)
  • Interactive Processing Pipeline for Digital Audio, Keith Weiner (GPG II)
  • Introduction to Single-Speaker Speech Recognition, Julien Hamaide (GPG V)
  • Linear Predictive Coding for Voice Compression and Effects, Eddie Edwards (GPG III)
  • Listen Carefully: You Probably Won’t Hear This Again, Stephan Schütze (GPGVII)
  • MultiStream – The Art of Writing a Next-Gen Audio Engine, Jason Page (GPGVII)
  • Multithreaded Audio Programming Techniques, James Boer (GPG V)
  • Obstruction Using Axis-Aligned Bounding Boxes, Carlo Vogelsang (GPG III)
  • Potentially Audible Sets, Dominic Filion (GPG VI)
  • Real-Time Audio Effects Applied, Ken Noland (GPGVII)
  • Real-Time Mixing Busses, James Boer (GPG VI)
  • Real-Time Modular Audio Processing for Games, Frank Luchs (GPG III)
  • Real-Time Sound Generation from Deformable Meshes, Marq Singer (GPG VI)
  • Real-Time Sound Synthesis for Rigid Bodies , Zhimin Ren and Ming Lin (GPG VIII)
  • Software-based DSP Effects, Ian Lewis (GPG II)
  • Sound Management by Group, Matthew Harmen (GPG V)
  • The Stochastic Synthesis of Complex Sounds, Phil Burk (GPG III)
  • Using 3D Surfaces as Audio Emitters, Sami Hamlaoui (GPG V)
  • Using the Biquad Resonant Filter, Phil Burk (GPG III)

Leave a Reply

(required)

(required)

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

© 2014 Lighthouse3d.com Suffusion theme by Sayontan Sinha